TWLUTL - 9 Weeks Left
During a conversation with our Lecturer, we were instructed that a new prototype would be showcased in a few weeks’ time, plus a press release plan and a media release.
The main goal during this stage of the roadmap was the game mechanics and implementations, at this stage we were testing the game stability, since there was a lot of stuttering and frame drops happening constantly. We ended up reducing the size of the textures and deleting some assets which improved the performance with no lagging or screen freeze.
We also managed the buffs the player receives every time they reach a new level, letting them choose between more health, more damage, more ammunition and a couple other different power ups. But also adjusting the current health levels of the player and the enemies together with their normal projectile damage, trying to balance the game to be a bit more challenging.
New level missions were done, with the levels created, we thought they could have different objectives as well to create variety between the floors. The first level is an elimination level where you eliminate all the enemies, the second is a survival where the player endure as much as it can, and the third is a goal, where player traverses through the level until it reaches the end.
This is where the logic for the level transition was also implemented, letting the player move on to the next level after objective completion, players are to step into the elevator which will take them to the next floor.
The game is set inside an office building with multiple levels, so we created 3d assets that are office themed such as desks, chairs, computers, paper trays, broken coffee machines and some plants, all positioned around the level. For the third level however, we filled it with office assets at first, but we ended up later turning it into a warehouse looking level (around week 10 – 12).
We also dropped the player character model and decided to create a new one, reusing the old player asset (Mr Eggbert) as a Boss later.
At this stage, we were thinking about telegraphing and animation for the players and the enemies, but we were not so sure we would be able to make it as much, so at the end, we kept the scope smaller and only worked with some tracing for projectile.
In summary up to the playtesting of this prototype, our main focus was the logic, programming and game mechanics although we also prioritized a bit more refinement on the art style and also created the other levels and its assets and objectives.
Get Unpaid Overtime
Unpaid Overtime
Ever wanted to rebel against your boss and coworkers? Well now you can...VIOLENTLY!
Status | In development |
Author | Buff Box Games |
Genre | Shooter |
More posts
- TWLUTL - 3 Weeks Left10 days ago
- TWLUTL - 6 Weeks Left10 days ago
- TWLUTL - 12 Weeks Left10 days ago
- TWLUTL - How Our Group Made Decisions and Solved Problems:49 days ago
- The Weeks Up To Launch (TWUTL) - Consideration of Existing or Emerging Tech in O...49 days ago
Leave a comment
Log in with itch.io to leave a comment.